Sökning: "Game outcome"
Visar resultat 16 - 20 av 149 uppsatser innehållade orden Game outcome.
16. Skjutvapenvåldet – Är Sverige i kris och vem hålls ansvarig? : Det politiska spelet i debatten om skjutningarna och dödsskjutningarna inom gängkriminella miljöer mellan regeringen och oppositionen
Kandidat-uppsats, FörsvarshögskolanSammanfattning : In Sweden, there is an intense and politicized debate about the phenomenon of firearm-related violence by criminal gangs, especially among Sweden's parliamentary parties. The purpose of the following study is to explain how a phenomenon is constructed and managed politically by the government and the opposition. LÄS MER
17. Samband mellan Internet Gaming Disorder och psykisk ohälsa hos ungdomar och unga vuxna : En systematisk litteraturstudie
Kandidat-uppsats, Högskolan i Skövde/Institutionen för hälsovetenskaperSammanfattning : Introduktion: Dataspelande är ett stort intresse världen över som växer allt mer. Alltmer som samhället blir mer digitaliserat ökar också spelanvändningen. Alltmer som spel utvecklas och kommer ut på marknaden ökar också spelberoende Internet Gaming Disorder. LÄS MER
18. Gamifying Attack Path Reporting : Preliminary design of an educational cyber security game
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : With rapid digitalization and technical growth, the IT systems that we are using are becoming extremely complicated and intertwined. This created as a result, more challenging security problems that get complicated alongside the systems, and the need for advanced solutions to prevent the exploitation of systems vulnerabilities. LÄS MER
19. Embracing AWKWARD! A Hybrid Architecture for Adjustable Socially-Aware Agents
Master-uppsats, Umeå universitet/Institutionen för datavetenskapSammanfattning : This dissertation presents AWKWARD: a hybrid architecture for the development of socially aware agents in Multi-Agent Systems (MAS). AWKWARD bridges Artificial Intelligence (AI) methods for their individual and combined strengths; Behaviour Oriented Design (BOD) is used to develop reactive planning agents, the OperA framework is used to modeland validate agent behaviour as per social norms, and Reinforcement Learning (RL) is used to optimise plan structures that induce desirable social outcomes. LÄS MER
20. Training an Adversarial Non-Player Character with an AI Demonstrator : Applying Unity ML-Agents
Master-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : Background. Game developers are continuously searching for new ways of populating their vast game worlds with competent and engaging Non-Player Characters (NPCs), and researchers believe Deep Reinforcement Learning (DRL) might be the solution for emergent behavior. LÄS MER